7.2.4

Hex of Steel

Hex of Steel is a refreshing WWII wargame covering all fronts featuring a certain amount of original mechanics. Fight in solo against finally a decent AI throughout Europe, Africa or the Pacific, or against a friend in the cross-platform PBEM or real time multiplayer. Coop is also an option!

Merry Christmas to ya'll in advance! :) [h3]ADDED[/h3] [list] [*] In the map editor, you can now edit any unit’s starting HP by setting a custom HP modifier (in percentage, from 1 to 100. [/list] [h3]CHANGED[/h3] [list] [*] Multiplayer/Chat compatibility version updated to 7.2.4. [*] The demo version of the game will no longer connect to the same chat as the paid version. Too many trolls without account registration. [*] The armour modifier is now applied in another way, in order to further increase balance and logic. Here is an example of the damage before the change, for an engagement between a Nashorn and an IS-2. Hard damage of the Nashorn is 115, armour of the IS-2 is 93. Base damage is 22. Now, if the Nashorn gets damaged, since the damage scale with the HP but the armour don’t you literally get 0 damage for every single attack, which is kinda wrong. In order to fix this, the base raw damage is now calculated with the armour right away, and the HP modifier is applied based on the remaining damage. Meaning, if the Nashorn is at 50% HP, instead of dealing 0 damage, it would deal around 11 damage, because the HP modifier now applies after armour has been deduced from base raw hard damage. This makes things way more balanced and will solve many combat issues where if a unit was no longer 100% HP it would simply be useless because of the orders in which modifiers were applied. To sum this change up. Base damage is now equal to base damage minus armour, and the HP modifier is calculated based on left potential damage, instead of on the base raw damage. [/list] [h3]FIXED[/h3] [list] [*] Campaign end of scenario bonus of XP for < 5 units lost could be wrongly applied. [*] Some XP/rank calculation issues in campaign scenarios. [*] On the mobile version of the game, on tablet, the ‘unit ready’ or ‘units in production’ icons would never be shown. [*] In the map editor, the victory and defeat text would always be overwritten by the intro text. [*] Seems like not all commanders had the ‘permanent death’ toggled ON. [/list]